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Lexicanum

Overlord

A major Necron leader with authority and brutal wargear.

Threat File — Overlord

TR 14 · Necrons
NecronBossLeaderStat Block Priority: Boss
OverlordTR 14Xenos, Machine · Boss
NecronBossLeader
Defense 19 · Vitality 210 · Move 30 ft. · Initiative +3
STR +7AGI +2TGH +7INT +4WIL +6PRS +5

Saves: Toughness +11, Willpower +10

Senses: Sees normally in total darkness

// Traits

Phaeron's Command. All Necron units on the field may act on the overlord's initiative, and their Reanimation Protocol rolls succeed on a 4-6 instead of a 5-6. Its will is the army's operating system.

Implacable Sovereign. The overlord is immune to fear and Morale effects, and once per round it ignores one control effect. The first time each scene it would be destroyed, it instead phases to a command node within 60 feet with 20 Vitality.

Tachyon Arrow. Once per scene, the overlord fires an arrow accelerated to relativistic speed at one target anywhere in line of sight: the target makes a Toughness Save DC 17, taking 8d10 piercing damage on a failure, or half on a success. Cover in the arrow's path is destroyed.

// Actions

Voidscythe Annihilation. The overlord makes two strikes. Melee Attack: +10 to hit, reach 10 ft., one target. Hit: 3d10 + 7 rending damage. The strikes ignore armor entirely, and any cover the blade passes through is destroyed.

Dynastic Decree. The overlord issues a command: two Necron units within 60 feet immediately move or attack, or one collapsed Necron unit immediately reanimates at full effect.

Summon the Court. Once per scene, the overlord calls reinforcements from tomb reserves: a pair of Lychguard, a Cryptek, or a section of a warrior phalanx phases in at the end of the round. The throne room was never undefended.

// Reactions

Sovereign's Rebuke. When an enemy within the overlord's reach hits it with an attack, the overlord answers with one Voidscythe strike against that enemy. Once per round.

Morale: Does not make Morale checks. It does not retreat; it adjourns — phasing out to continue the war on a schedule of its own choosing, with the party added to its ledger.

Tactics: Run the overlord as an objective encounter, not a duel: to keep it dead the party must destroy command nodes, sever tomb power, or hold banishment protocols through its counterattacks — otherwise phase-insurance and reanimation make the fight a rehearsal. It opens with decrees and the Tachyon Arrow on the party's biggest threat, and only condescends to melee once its court is spent. Its throne room should fight for it: consoles, phase-gates, and reinforcement crypts as secondary objectives.

Loot / Evidence / Hooks: The spent tachyon arrow casing and a dynastic command node are campaign-grade prizes — proof of which tomb world has decided this sector was always its property.

Enemy Dossier

GM Reference

An Overlord is the reigning sovereign of a tomb world — a phaeron's voice in a body of living metal, carrying weapons from a war that predates the stars the party navigates by. Its campaigns are measured in epochs and it has decided this world was always its property.

// Battlefield Use

Use this threat as the climax of a Necron arc: enthroned in the tomb's command nexus, or striding a battlefield where every protocol bends around its will.

// Threat Profile

Boss-grade durability, devastating melee, dynasty-wide command aura, resurrection and phase insurance, objective-grade encounter design required.

// Signature Traits

Phaeron's Command. All Necron units on the field reanimate on improved odds and may act on the Overlord's initiative; its will is the army's operating system.

Implacable Sovereign. Immune to fear, Morale, and once per round to any control effect; the first time each scene it would be destroyed, it phases to a command node with a sliver of Vitality instead.

Tachyon Arrow. Once per scene, an arrow accelerated to relativistic speed: one target anywhere in line of sight takes catastrophic damage; Toughness Save for half.

// Signature Actions

Voidscythe Annihilation. Massive melee strike that ignores armor entirely and destroys cover it passes through.

Dynastic Decree. Issues a command: two Necron units immediately move or attack, or one collapsed unit immediately reanimates.

Summon the Court. Calls Lychguard, a Cryptek, or a warrior phalanx from tomb reserves; the throne room was never undefended.

Morale: None. It does not retreat; it adjourns — phasing out to continue the war on a schedule of its own choosing, with the party added to its ledger.

Tactics: Run the Overlord as an objective encounter, not a duel: to keep it dead the party must destroy command nodes, sever tomb power, or hold banishment protocols through its counterattacks — otherwise phase-insurance and reanimation make the fight a rehearsal. It opens with decrees and the Tachyon Arrow on the party's biggest threat, and only condescends to melee once its court is spent. Its throne room should fight for it: consoles, phase-gates, and reinforcement crypts as secondary objectives.

// Variants
Enthroned Tomb Overlord (full court)Crusading Overlord (field army)Newly-Woken Overlord (degraded protocols)Phaeron-Aspirant (nemesis across a campaign)

Full Stat Block Priority: Boss

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